Skip to content

Weapon Enchantments

Right after “hair to hair with the yeti”, Kin swaps with Kith and reveals, among other things, that their lantern is capable of playing around with materials and thus imbue, or enchant, your weapon with various elements, provided you have the materials needed to unlock the corresponding enchantment; once one is unlocked, you can freely infuse your sword with it, no further materials needed, just ask Kith again (but not Kin, so before 18:00). More elements will become available as you find out about each material’s existence in your adventure (and, well, once Caro implements them), up to 0.34, the available enchantments are:

  • Fire:

    • Level 1: 5 torches (buy them from the bull shopkeeper or Jørgen for 90 gold each), and 3 flaming slime gems; these gems are guaranteed drops from slimes you hit with fire damage twice, which pretty much means buying fire bombs from Chet (40 gold each, or 25 gold with at least 8 CHA) and using them on the slimes in arc II (they won’t handle the damage in arc I, before going to the mountains, and using fuse grenades is a waste; even crits, fuse grenades with at least 6 AGI, and/or lobber goggles will end up killing them, they MUST be able to survive 2 bombs to transform! A fire-infused sword will also be too powerful even at minimum stats). Once set on fire, their HP is set to 250, their attack and defense are much higher (about on par with arc II, not exaggerated), but they won’t use their horny-ing mucus anymore (still immune to teasing, of course); them having still-relatively-low HP means normal attacks should be enough, remember to turn off your sword’s fire element, should you already have it (fire now heals them, same with bombs and grenades), but that would mean you don’t need gems anymore (as of 0.34, at least), if you really must, i guess you can use throwing axes or knives bought from the bull and lizard shops (50 gold apiece), or holy fist (preferably the latter, to save coins, you can refill the flask and rest for free after each slime); by the way, a loss isn’t a game over, despite how fierce its attacks are, nor a “lit” sex scene~.
    • level 2: the 10 iron ore and 5 blood crystals are easy to mine, the former on the way before the bull temple daily, the latter also farmable daily if you show the cloaked man in the cave dungeon the night badge, or a rare drop from moles (only the ones behind Kin/kith, not in the dungeon), but the lava stone was only buyable in the auction in the demon city, no other way to obtain one in 0.34.

    The fire element is pretty good in “the great molescape” dungeon, except if you plan on facing the behir.

  • lightning:

    • Level 1: 5 blood crystals (see fire level 2 above for them), and 1 katos horn; since 0.34, katos are found easily under the bull village during the day, but only after coming back from the mountains, so, if you want to explore most of Rasmus’s dungeon (“Rasmus’s trial”) alone, where robots suffer lightning (beating the machine alone does give and extra level up point after all), use the first horn to enhance the sword, and cook that recipe Parif has for a level up point later on.
  • Poison:

    • Level 1: 10 gleaming moss, looted from gargoyles in the cave dungeon, the ones found by showing the jester badge to the cloaked figure being the easiest to farm, or around at night in arc II (just west of the tavern, the spot with a darker screen specifically, or the bull forest, i prefer the latter), and 5 toadstools, rarely found instead of shiitake when collecting mushrooms around. Little tip: the shroom-berus can’t show up at night, so you’ll have higher chances to find toadstools at night.

Lv 1 is 80% of the usual damage, lv 2 is 90%, but the crucial point in doing this is to exploit the enemies’elemental weaknesses to actually deal more, see the chart and file below to check all their stats!
Note: you can infuse an element for each weapon. Also, they don’t actually inflict statuses!

Choose your language above / 请在上方选择语言